Won't start or move
When a golf cart will not start or will not move, the cause almost always sits in a short list: the battery pack, the Tow/Run switch, the key switch, a fuse, the solenoid, or the controller. This category walks that list in order and covers carts that power up but refuse to drive, solenoids that click without producing movement or stay silent entirely, vehicles that cut out on the move, and locating and testing fuses. Before reaching for tools, make two checks that settle a large share of cases. Confirm the Tow/Run switch is set to Run, since Tow deliberately disables the drive system. Then measure the rested pack voltage: a full 48 volt lead-acid pack reads close to 50.9 volts, and a pack below roughly 48.5 volts is significantly discharged and may be too low for the controller to operate at all. The solenoid gives the next clue. Press the pedal and listen. A clear click with no drive points at the solenoid's main contacts or the circuit beyond it, and a healthy solenoid shows close to zero volts across its two large studs once those contacts close. One fault needs naming on its own. A cart that lurches into drive the moment the key turns has a solenoid welded shut, which is a safety issue: switch off, set the Tow switch, stop using the vehicle, and send us the details through our support request form.
Guides for this system are being written and reviewed now. The troubleshooter below can point you to the right checks in the meantime.